Timeline for Random/procedural generation of puzzle-platform levels
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 28, 2015 at 6:37 | answer | added | AturSams | timeline score: 0 | |
| May 23, 2014 at 13:50 | comment | added | wes | lock and key puzzle generator (definitely worth reading): reddit.com/r/proceduralgeneration/comments/1ztgcc/… | |
| May 22, 2014 at 8:41 | answer | added | Howie | timeline score: 1 | |
| May 21, 2014 at 1:52 | comment | added | SpartanDonut | Cloudberry Kingdom. Not a puzzle platformer, but a platformer none the less - this is a good read that might help: gamasutra.com/view/feature/170049/… | |
| May 21, 2014 at 1:12 | comment | added | Amplify91 | You can add things into your level generation to make sure it does not become impossible. For example don't generate a wall that is higher than a player can jump without anything else around to help. You can also use a pathfinding algorithm to check that the level is not impossible. | |
| May 21, 2014 at 0:58 | comment | added | Gus | I'm not sure yet. I just think some kind of puzzle-platformer, like LIMBO, with randomly generated levels would be interesting and fun. | |
| May 21, 2014 at 0:10 | comment | added | Amplify91 | There are a variety of ways to check if a puzzle is solvable. It really depends on the puzzle. If you included more specific information about your game, it would be easier to give you an answer. | |
| May 21, 2014 at 0:05 | history | asked | Gus | CC BY-SA 3.0 |